RogueJK
It's not "Rouge"... That's makeup.
Soon after the Manual of the Planes came out, somebody on these boards (I can't recall who...
) sent an email to the Sage. They had noticed that the spell Positive Energy Protection stated that it helped protect against healing spells, and wondered if Negative Energy Protection was supposed to do the same with regards to Inflict spells. The response that they got back from the Sage is that Negative Energy Protection does protect against Inflict spells and Harm, since they are powered by Negative Energy.
Positive Energy Protection's description reads:
The creature warded by this spell gains partial protection from the efects of positive energy, including magical healing and regeneration. It can be cast upon undead to offer additional protection against the turning abilities of clerics.
The positive energy protection spell uses negative energy to offset the effects of positive energy. Each time the warded creature is struck by a positive energy effect, it rolls 1d20+caster level against a DC of 11+the HD of the originator of the effect.
If the warded creature succeeds, the positive and negative energies cancel each other with a roiling ball of darkness and a thunderclap. The spell or effect does not function, and if the source of the positive energy effect was touchgint he warded creature, the source takes 2d6 points of damage. If the warded creature fails the level check, then the positive energy effect occurs normally.
It seems that Negative Energy Protection is supposed to work similarly with regards to Inflict spells, Harm, and other negative energy effects.

Positive Energy Protection's description reads:
The creature warded by this spell gains partial protection from the efects of positive energy, including magical healing and regeneration. It can be cast upon undead to offer additional protection against the turning abilities of clerics.
The positive energy protection spell uses negative energy to offset the effects of positive energy. Each time the warded creature is struck by a positive energy effect, it rolls 1d20+caster level against a DC of 11+the HD of the originator of the effect.
If the warded creature succeeds, the positive and negative energies cancel each other with a roiling ball of darkness and a thunderclap. The spell or effect does not function, and if the source of the positive energy effect was touchgint he warded creature, the source takes 2d6 points of damage. If the warded creature fails the level check, then the positive energy effect occurs normally.
It seems that Negative Energy Protection is supposed to work similarly with regards to Inflict spells, Harm, and other negative energy effects.